Data mining system

ABSTRACT

A data mining system and method retrieve data related to an item from a database. A survey is generated for presentation in a game. The survey includes the retrieved item data and solicits from a user input data pertaining to the retrieved item data. The input data is received from the survey and stored in a database with the item data. The input data is transmitted to the game and incorporated into the game such that the user interacts with the input data as part of playing the game.

CROSS REFERENCE TO RELATED APPLICATIONS

This application claims the benefit under 35 U.S.C. §119 of the filingdate of U.S. Provisional Application Ser. No. 61/327,044, filed Apr. 22,2010, and entitled “DATA MINING SYSTEM,” which is incorporated herein byreference in its entirety.

TECHNICAL FIELD

Example embodiments of the present application generally relate to datamining, and more specifically, to a system and method for mining datafrom online games.

BACKGROUND

Data mining involves the extraction of patterns from large amounts ofdata. By identifying trends and patterns in data, businesses and otherentities may gain market intelligence and insight into their customers'behavior and preferences, thereby enhancing their business operations.Typically, data used in data mining by a business is obtained fromphysical and/or electronic transactions with the business.

BRIEF DESCRIPTION OF THE DRAWINGS

The embodiments disclosed in the present disclosure are illustrated byway of example, and not by way of limitation, in the figures of theaccompanying drawings. Like reference numerals refer to correspondingparts throughout the drawings.

FIG. 1 is a block diagram illustrating a network environment, accordingto some embodiments.

FIG. 2 is a block diagram illustrating a network environment, accordingto some embodiments.

FIG. 3 is a block diagram illustrating a publication system, accordingto some embodiments.

FIG. 4 is a block diagram illustrating a data mining module, accordingto some embodiments.

FIG. 5 is a diagram of a game from which data may be mined, according tosome embodiments.

FIG. 6 is a block diagram of a network environment for communicatingwith a game from which data may be mined, according to some embodiments.

FIG. 7 is a diagram of a game from which data may be mined, according tosome embodiments.

FIG. 8 is a diagram of a game from which data may be mined, according tosome embodiments.

FIG. 9 is a diagram of a game from which data may be mined, according tosome embodiments.

FIG. 10 is a block diagram of a network environment for communicatingwith a game from which data may be mined, according to some embodiments.

FIG. 11 is a flow diagram of an example method for mining data from agame, according to some embodiments.

FIG. 12 is a simplified block diagram of a machine in an example form ofa computing system within which a set of instructions for causing themachine to perform any one or more of the methodologies discussed hereinmay be executed.

DETAILED DESCRIPTION

The description that follows includes systems, methods, techniques,instruction sequences, and computing machine program products thatembody illustrative embodiments of the present disclosure. In thefollowing description, for purposes of explanation, numerous specificdetails are set forth in order to provide an understanding of variousembodiments of the inventive subject matter. It will be evident,however, to those skilled in the art that embodiments of the disclosedsubject matter may be practiced without these specific details. Ingeneral, well-known instruction instances, protocols, structures, andtechniques have not been shown in detail.

Example embodiments described herein provide systems and methods toincorporate data mining mechanisms into a game executing on a thirdparty platform. A survey may be presented in a game executing on thethird party platform. The survey may include data related to an item,such as a product, that is retrieved from a database. The survey maysolicit from a user input data pertaining to the retrieved item data.The input data is received from the third party platform and stored withthe item data in a database. The input data is returned to the thirdparty platform and incorporated into the game such that the userinteracts with the input data as part of playing the game.

FIG. 1 is a network diagram depicting a network system 100, according toone embodiment, having a client-server architecture configured forexchanging data over a network. For example, the network system 100 mayinclude a publication/publisher system 102 where clients may communicateand exchange data within the network system 100. The data may pertain tovarious functions (e.g., online item purchases) and aspects (e.g.,managing content) associated with the network system 100 and its users.Although illustrated herein as a client-server architecture as anexample, other embodiments may include other network architectures, suchas a peer-to-peer or distributed network environment.

A data exchange platform, in an example form of a network-basedpublisher 102, may provide server-side functionality, via a network 104(e.g., the Internet, wireless network, cellular network, or a Wide AreaNetwork (WAN)) to one or more clients. The one or more clients mayinclude users that utilize the network system 100 and more specifically,the network-based publisher 102, to exchange data over the network 104.These transactions may include transmitting, receiving (communicating)and processing data to, from, and regarding content and users of thenetwork system 100. The data may include, but are not limited to,content and user data such as feedback data; user profiles; userattributes; product attributes; product and service reviews; product,service, manufacture, and vendor recommendations and identifiers;product and service listings associated with buyers and sellers; auctionbids; and transaction data, among other things.

In various embodiments, the data exchanges within the network system 100may be dependent upon user-selected functions available through one ormore client or user interfaces (UIs). The UIs may be associated with aclient device, such as a client device 110 using a web client 106. Theweb client 106 may be in communication with the network-based publisher102 via a web server 116. The UIs may also be associated with a clientdevice 112 using a programmatic client 108, such as a clientapplication. It can be appreciated in various embodiments the clientdevices 110, 112 may be associated with a buyer, a seller, a third partyelectronic commerce platform, a payment service provider, or a shippingservice provider, each in communication with the network-based publisher102 and optionally each other. The buyers and sellers may be any one ofindividuals, merchants, or service providers, among other things. Theclient devices 110 and 112 may comprise a mobile phone, desktopcomputer, laptop, or any other communication device that a user may useto access the networked system 102.

Turning specifically to the network-based publisher 102, an applicationprogram interface (API) server 114 and a web server 116 are coupled to,and provide programmatic and web interfaces respectively to, one or moreapplication servers 118. The application servers 118 host one or morepublication application(s) 120 and one or more payment systems 122. Theapplication servers 118 are, in turn, shown to be coupled to one or moredatabase server(s) 124 that facilitate access to one or more database(s)126.

In one embodiment, the web server 116 and the API server 114 communicateand receive data pertaining to products, listings, transactions, andfeedback, among other things, via various user input tools. For example,the web server 116 may send and receive data to and from a toolbar orwebpage on a browser application (e.g., web client 106) operating on aclient device (e.g., client device 110). The API server 114 may send andreceive data to and from an application (e.g., client application 108)running on another client device (e.g., client device 112).

The publication system 120 publishes content on a network (e.g., theInternet). As such, the publication system 120 provides a number ofpublication and marketplace functions and services to users that accessthe networked system 102. For example, the publication application(s)120 may provide a number of services and functions to users for listinggoods and/or services for sale, facilitating transactions, and reviewingand providing feedback about transactions and associated users.Additionally, the publication application(s) 120 may track and storedata and metadata relating to products, listings, transactions, and userinteraction with the network-based publisher 102. The publicationapplication(s) 120 may aggregate the tracked data and metadata toperform data mining to identify trends or patterns in the data. Thepublication system 120 is discussed in more detail in connection withFIG. 3. While the publication system 120 is discussed in terms of amarketplace environment, it is noted that the publication system 120 maybe associated with a non-marketplace environment.

The payment system 122 provides a number of payment services andfunctions to users. The payment system 122 allows users to accumulatevalue (e.g., in a commercial currency, such as the U.S. dollar, or aproprietary currency, such as “points”) in accounts, and then later toredeem the accumulated value for products (e.g., goods or services) thatare made available via the publication system 120. The payment system122 also facilitates payments from a payment mechanism (e.g., a bankaccount, PayPal account, or credit card) for purchases of items via thenetwork-based marketplace. While the publication system 120 and thepayment system 122 are shown in FIG. 1 to both form part of thenetworked system 102, it will be appreciated that, in alternativeembodiments, the payment system 122 may form part of a payment servicethat is separate and distinct from the networked system 102.

FIG. 2 is a block diagram illustrating a network environment, accordingto some embodiments. Referring to FIG. 2, a client device 110 executinga web client 106 and a client device 112 executing a programmatic client108 may communicate with a network-based publisher 102, as describedwith respect to FIG. 1, or a third-party platform 204 via the network104. In some embodiments, the third-party platform 204 may be a socialnetworking platform, a gaming platform, or another network-basedpublisher platform. In some embodiments, the network-based publisher 102may publish content or applications (e.g., games, social networkingapplications) on the third-party platform 204 either directly or via thenetwork 104. As client devices 110, 112 interact with third-partyplatform 204, the network-based publisher 102 may receive datapertaining to the interactions. The data may be received through the useof API calls to open a connection or transmit data between thenetwork-based publisher 102 and the third-party platform 204.

Referring now to FIG. 3, an example block diagram illustrating multiplecomponents that, in one example embodiment, are provided within thepublication system 120 of the networked system 102 (see FIG. 1), isshown. The publication system 120 may be hosted on dedicated or sharedserver machines (not shown) that are communicatively coupled to enablecommunications between the server machines. The multiple componentsthemselves are communicatively coupled (e.g., via appropriateinterfaces), either directly or indirectly, to each other and to variousdata sources, to allow information to be passed between the componentsor to allow the components to share and access common data. Furthermore,the components may access the one or more database(s) 126 via the one ormore database servers 124, both shown in FIG. 1.

In one embodiment, the publication system 120 provides a number ofpublishing, listing, and price-setting mechanisms whereby a seller maylist (or publish information concerning) goods or services for sale, abuyer can express interest in or indicate a desire to purchase suchgoods or services, and a price can be set for a transaction pertainingto the goods or services. To this end, the publication system 120 maycomprise at least one publication module 302 and one or more auctionmodules 304 that support auction-format listing and price settingmechanisms (e.g., English, Dutch, Chinese, Double, reverse auctions,etc.). The various auction modules 304 also provide a number of featuresin support of these auction-format listings, such as a reserve pricefeature whereby a seller may specify a reserve price in connection witha listing and a proxy-bidding feature whereby a bidder may invokeautomated proxy bidding.

A pricing module 306 supports various price listing formats. One suchformat is a fixed-price listing format (e.g., the traditional classifiedadvertisement-type listing or a catalog listing). Another formatcomprises a buyout-type listing. Buyout-type listings (e.g., theBuy-It-Now (BIN) technology developed by eBay Inc., of San Jose, Calif.)may be offered in conjunction with auction-format listings and may allowa buyer to purchase goods or services, which are also being offered forsale via an auction, for a fixed price that is typically higher than astarting price of an auction for an item.

A store module 308 allows a seller to group listings within a “virtual”store, which may be branded and otherwise personalized by and for theseller. Such a virtual store may also offer promotions, incentives, andfeatures that are specific and personalized to the seller. In oneexample, the seller may offer a plurality of items as Buy-It-Now itemsin the virtual store, offer a plurality of items for auction, or acombination of both.

A reputation module 310 allows users that transact, utilizing thenetworked system 102, to establish, build, and maintain reputations.These reputations may be made available and published to potentialtrading partners. Because the publication system 120 supportsperson-to-person trading between unknown entities, users may otherwisehave no history or other reference information whereby thetrustworthiness and credibility of potential trading partners may beassessed. The reputation module 310 allows a user, for example throughfeedback provided by one or more other transaction partners, toestablish a reputation within the network-based publication system overtime. Other potential trading partners may then reference the reputationfor purposes of assessing credibility and trustworthiness.

Navigation of the network-based publication system may be facilitated bya navigation module 312. For example, a search module (not shown) of thenavigation module 312 enables keyword searches of listings published viathe publication system 120. In a further example, a browse module (notshown) of the navigation module 312 allows users to browse variouscategory, catalog, or inventory data structures according to whichlistings may be classified within the publication system 120. The searchmodule and the browse module may provide retrieved search results orbrowsed listings to a client device. Various other navigationapplications within the navigation module 312 may be provided tosupplement the searching and browsing applications.

In order to make listings available via the networked system 102 asvisually informing and attractive as possible, the publication system120 may include an imaging module 314 that enables users to uploadimages for inclusion within listings and to incorporate images withinviewed listings. The imaging module 314 also receives image data from auser and utilizes the image data to identify an item depicted ordescribed by the image data.

An API module 316 stores API information for various third-partyplatforms and interfaces. For example, the API module 316 may store APIcalls used to interface with a third-party platform. In the event apublication application(s) 120 is to contact a third-party applicationor platform, the API module 316 may provide the appropriate API call touse to initiate contact. In some embodiments, the API module 316 mayreceive parameters to be used for a call to a third-party application orplatform and may generate the proper API call to initiate the contact.

A listing creation module 318 allows sellers to conveniently authorlistings of items. In one embodiment, the listings pertain to goods orservices that a user (e.g., a seller) wishes to transact via thepublication system 120. In other embodiments, a user may create alisting that is an advertisement or other form of publication.

A listing management module 320 allows sellers to manage such listings.Specifically, where a particular seller has authored or published alarge number of listings, the management of such listings may present achallenge. The listing management module 320 provides a number offeatures (e.g., auto-relisting, inventory level monitors, etc.) toassist the seller in managing such listings.

A post-listing management module 322 also assists sellers with a numberof activities that typically occur post-listing. For example, uponcompletion of an auction facilitated by the one or more auction modules304, a seller may wish to leave feedback regarding a particular buyer.To this end, the post-listing management module 322 provides aninterface to the reputation module 310 allowing the seller toconveniently provide feedback regarding multiple buyers to thereputation module 310.

A messaging module 324 is responsible for the generation and delivery ofmessages to users of the networked system 102. Such messages include,for example, advising users regarding the status of listings and bestoffers (e.g., providing an acceptance notice to a buyer who made a bestoffer to a seller). The messaging module 324 may utilize any one of anumber of message delivery networks and platforms to deliver messages tousers. For example, the messaging module 324 may deliver electronic mail(e-mail), an instant message (IM), a Short Message Service (SMS), text,facsimile, or voice (e.g., Voice over IP (VoIP)) messages via wirednetworks (e.g., the Internet), a Plain Old Telephone Service (POTS)network, or wireless networks (e.g., mobile, cellular, WiFi, WiMAX).

A data mining module 326 analyzes the data gathered by the publicationsystem 102 from interactions between the client machines 110, 112 andthe publication system 102. In some embodiments, the data mining module326 also analyzes the data gathered by the publication system 102 frominteractions between components of the publication system 102 and/orclient machines 110, 112 and third-party platforms. The data miningmodule 326 uses the data to identify certain trends or patterns in thedata. For example, the data mining module 326 may identify patternswhich may help to improve search query processing, user profiling, andidentification of relevant search results, among other things.

A scoring module 328 uses the patterns and trends identified by the datamining module 326 to score or rank a variety of data, includingproducts, item listings, search queries, keywords, search results, andindividual attributes of items, users, or products, among other things.In some embodiments, the scoring module 328 may assign a score to eachpiece of data based on the frequency of occurrence of the piece of datain the mined set of data. In some embodiments, the scoring module 328may assign or adjust a score of a piece of data pertaining to an item(e.g., a keyword, a product listing, an individual attribute of theitem) based on input data received from users. The score may represent arelevance of the piece of data to the item or an aspect of the item. Insome embodiments, where data to be mined is gathered or received from agame, the scoring module 328 may evaluate data received from the gameand assign a game score or game points to a user submitting the data. Insome embodiments, the scoring module 328 may compare data received fromthe game to previously received and stored data from the game. Thescoring module 328 may adjust the amount of points or score awarded tothe user based on the comparison. For example, if the user-submitteddata matches the previously stored data, the scoring module 328 mayaward more points to the user than if the user-submitted data does notmatch previously stored data.

Although the various components of the publication system 120 have beendefined in terms of a variety of individual modules, a skilled artisanwill recognize that many of the items can be combined or organized inother ways. Furthermore, not all components of the publication system120 have been included in FIG. 3. In general, components, protocols,structures, and techniques not directly related to functions of exampleembodiments (e.g., dispute resolution engine, loyalty promotion engine,personalization engines, etc.) have not been shown or discussed indetail. The description given herein simply provides a variety ofexample embodiments to aid the reader in an understanding of the systemsand methods used herein.

FIG. 4 is a block diagram illustrating the data mining module 326,according to some embodiments. Referring to FIG. 4, a game module 402may store game play components used to implement a game from which datais mined. In some embodiments, instead of storing game play components,the game module 402 may interface with game play components associatedwith a game executing on a third party platform 204. Interfacing withgame play components may entail providing data related to items aboutwhich users' opinions are solicited. For example, the game module 402may provide text or visual data related to an item(s). The game module402 also may receive data related to game play movements and selectionsand user input from a game executing on the third party platform 204.The user input may include descriptions, opinions, or other text, alongwith non-textual input, such as clicks, highlighting, and otherinteractions with the provided item text and visual data.

A survey module 404 generates a survey that is presented to a userplaying a game. The survey may be presented at any point in the courseof the user playing the game (e.g., prior to playing the game, at theend of the game). In some embodiments, the survey may present a set ofitems, including text and/or images of each item, and prompt the user toinput a word or words that the user associates with each item. In someembodiments, the game module 402 or the scoring module 328 may rewardthe user with game points, currency, tokens, or other rewards based onthe answers provided by the user. For example, if a user providesanswers for each item that matches answers provided by other users, thegame module 402 or the scoring module 328 may reward the user withpoints. In some embodiments, if the user provides answers for each itemthat do not match answers provided by other users, the game module 402or the scoring module 328 may reward the user with a different amount ofpoints (e.g., more points or less points, depending on whether the goalof the survey is to corroborate item answers or identify new answersassociated with the item).

A collection module 406 collects the data received from the game. Insome embodiments, the collection module 406 interfaces with the gameexecuting on the third party platform 204 directly and collects datafrom the game as the data is entered by the user. In some embodiments,the collection module 406 collects the game data from the game module402 and/or the survey module 404.

A database module 408 interfaces with one or more databases to store thedata collected by the collection module 406. The database module 408also interfaces with the one or more databases to retrieve data relatedto the items presented in the game and/or the survey. For example, thedatabase module 408 may retrieve answers provided by other users relatedto a certain item presented in the game or survey for purposes ofcomparing a user's answer to previously stored answers. Based on thecomparison, the game module 402 or the scoring module 328 provides a setamount of rewards to the user.

In some embodiments, the game comprises a two-dimensional game for athird party website or platform (e.g., a gaming platform, acrowdsourcing platform, or a social networking platform, such asMySpace®, Facebook®, Linkedln®) that includes mini-games. The game maygather data via user play sessions. The mini-games are games that aplayer can complete quickly before moving on to another game. In someembodiments, the game world is made up of four locations: the WaterPark, the Arcade, the Casino, and the Hotel. A first mini-game, DuckSliders, based in the Water Park, is a puzzle-based matching game set onwater slides. A second mini-game, Balloon Bounce, is a fast-pacedshooting matching game inside the Arcade. A third mini-game, Lots O'Slots, which is in the Casino, is a luck-based slot machine game. TheHotel returns the players to the title screen. A goal for the players inthe game is to amass points to appear on a high score listing presentedin the game, allowing them to show off to their friends and family onthe third party platform (e.g., Facebook®) and challenge them to beattheir score. The three mini-games described herein are merely exampleembodiments; different types of games and different game designs may beemployed. Any mini-games that provide entertainment to a user whilecollecting data related to items presented in the games may be used.

Successfully playing the Duck Sliders and Balloon Bounce games earnspoints for the player, and playing at the Casino nets the player evenmore points along with multipliers that greatly increase the amount wonin a subsequent game. Although a third party website or platform (e.g.,Facebook®) account is not required to play the game, only playersholding an account may have their score associated with their name andstored for the high score table. This may also allow the player toresume the game from their preexisting score.

Before players can play each round of Duck Sliders or Balloon Bounce,they may be shown several items, such as products, and are required toenter information about them in the form of keywords that they may useto search for the product on an electronic commerce website, such aseBay. The keywords that the players provide are stored for subsequentplayers and for data mining purposes so that the relevance of specificqueries to certain products may be determined. This human-powered datamay aid electronic commerce websites develop tools for users of thewebsites.

In some embodiments, the game, including the mini-games, may be madeusing Adobe FLASH CS4 Professional as the engine and developmentenvironment due to the relative ease and convenience of developing agame in its two-dimensional engine rather than in a three-dimensionalengine. To develop the game art, in some embodiments Adobe Photoshop CS4is used, and the resulting art is integrated from Photoshop into FLASH.

Along with developing the front-end FLASH interface for the players touse, a backbone for the game is developed. This backbone may collectinformation about current items, such as products, for the game to use,as well as store the data provided by the players. In some embodiments,the products may be products listed in item listings on an electroniccommerce website, such as eBay. The game may keep track of the data thatusers entered about different items as well as other information aboutthe items, such as their title and description. Because of theimportance of linking the product information with the data that theplayers may provide, a relational database that may easily make theconnections is set up. In some embodiments, a MySQL database thatcontains several tables of data, including a master list of items, suchas products, and tables of user input related to each product is used.

In some embodiments, because Actionscript 3, the programming languagefor FLASH, does not have built-in functions to connect to our externaldata source, a proxy that may read from the database as well as send theinformation from the database back to FLASH in an understandable formatis employed. In some embodiments, PHP, a general scripting language, isused to read the data from the database using common PHP functions andthen output the data to a buffer from which FLASH may read. In someembodiments where items are products listed on eBay, built-in PHPfunctions also are used to read data from eBay's API, which may populatethe database with recent and relevant information from eBay.

In designing the game, the objectives are to create a game design thatmay be fun and interesting to play and be able to gather usefulinformation from the players. According to some embodiments, there isprovided an application that directly merges the data-gathering and gameplay components. The example embodiments provide a system in which datamay be safely gathered from the user and have a purpose in the game,while not depending on the user playing an action-oriented gameperfectly.

In some embodiments, the mini-games may be purely for entertainmentvalue on their own, but may each be preceded by a quick data-gatheringsurvey. In this survey, the user is presented with four different items,such as products that are sold on eBay, and are asked to type in akeyword or two for each product. The player is instructed to usekeywords that he or she thinks may be appropriate search terms for theproducts and may differentiate the four of them from each other. Thosekeywords are collected and sent to the database, such as database 126 ofFIG. 1, and then fed back into the game to be used in the mini-games.The data is used in the mini-games so that the survey and game playrounds are connected. In some embodiments, the mini-games may consist ofmatching the products back to the keywords the user entered for themwithin a game of skill. The user may have an easier time of matching theproducts to keywords if the keywords they entered helpfully describe theproducts and allow the user to easily match the item with the correctlabel.

FIG. 5 is a diagram of a game from which data may be mined, according tosome embodiments. In order to gather reliable data from players, thegame needs a system that is relatively safe from user errors. The datamining portion of the game, according to some example embodiments,appears as a survey having a user interface showing four cards 532, 534,536, 538. In some embodiments, the survey may be generated by the surveymodule 404. Each card may represent an item, such as a product availablefor sale on eBay, shown with its text title 504, 510, 516, 522,respectively, and a stock image, 502, 508, 514, 520, respectively, ifavailable. Below each card is a text box 506, 512, 518, 524,respectively, into which the user can type. The user may be asked toenter a word or words into each box that may label the product anddifferentiate it from the others. When the user is satisfied, he or sheclicks an onscreen button 530 to finalize and submit the input.

The labels that the player entered may be used in two ways. First,players receive points based on how well their input corresponds to theanswers of other people. Responses for each product are recorded andkept in a persistent database, such as database 126 of FIG. 1. In someembodiments, if the player enters a label that many others agree upon,the player may earn the most points, but if the player enters a labelthat no one else has given, the player may earn fewer points. In thisway, the player is encouraged to enter answers that they think otherpeople may associate with the product, helping to reduce the number ofmade-up inputs that have nothing to do with the product. Because playerinputs are recorded, it is also possible for the keywords' score ratingsto change over time. Second, the entries become the labels for the goalpositions in the actual mini-games. In both the Duck Sliders and BalloonBounce mini-games, the user may be shown the four items again one at atime and have to sort them back to the labels given in the survey game.The user receives the most points if he or she correctly matches theitems with their given labels. Thus, it is in the user's best interestto name the items in such a way that they can easily recognize the labelthat corresponds to each item. This is important to the user's successin the mini-games because the games may be time sensitive or requiremore skill than a simple survey. It may make it harder if the user hasto struggle to remember the correct matches.

FIG. 6 is a block diagram of a network environment for communicatingwith a game 602 from which data may be mined, according to someembodiments. In order to store the game data (e.g., a player's score)and information about products, keywords, and players, the game maycommunicate with an outside data source to update the game 602 everytime a change is made to the game. In some embodiments, however, thegame 602, which in some embodiments executes in FLASH, is unable todirectly communicate with a database module 606 in communication with adatabase 608 to run queries that retrieve and store information.Instead, the game 602 makes a request to a web server 604 to execute oneof several PHP scripts, which has built-in libraries to run the desiredqueries on the database 608 via the database module 606. Once the webserver 604 executing the script retrieves and processes the data, itthen sends the data back to the game 602 to use.

In some embodiments, the database 608 stores information in severaltables, which are listed and described in Table 3.1 through 3.6 below.Each time the game 602 is run, several calls are made from the game 602(e.g., a FLASH game) to the web server 604 to execute a PHP script toproperly retrieve and store the data.

TABLE 3.1 Description of database tables used by game Table NameDescription items Holds information about specific items recently listedon eBay search_terms Holds a list of popular search terms recentlysearched for on eBay. products Holds information about specific catalogproducts from eBay product_keywords Holds the keywords as associatedwith each of the products listed in products high_scores Holdsinformation about all the players, their name and high score.

TABLE 3.2 Description of database table “high_scores” Table:high_scores - Player score information Field Name Field Type FieldDescription uid BIGINT(20) PRIMARY KEY User ID first_name VARCHAR(255)User's first name last_name VARCHAR(255) User's last name high_scoreINT(11) User's current high score score INT(11) User's current score

TABLE 3.3 Description of database table “items” Table: items -Information on eBay items Field Name Field Type Field DescriptionProduct_ID BIGINT(20) PRIMARY KEY Item ID ProductName VARCHAR(255) ItemName ProductImg VARCHAR(255) URL for Item image keyword VARCHAR(255)Keyword used to get this item (see loadFromEbay.php)

TABLE 3.4 Description of database table “productKeywords” Table:productKeywords - Information about keyword/product relevance Field NameField Type Field Description pID BIGINT(20) ID for the product pKeywordVARCHAR(255) A keyword associated with the product (Note: a product canhave many keywords, each stored as separate rows) pScore FLOAT Score forthe keyword as determined by eBay (i.e. seed data) count INT(11) Numberof times the keyword has been entered in the game by all players

TABLE 3.5 Description of database table “products” Table: products -Information on products Field Name Field Type Field Description pIDBIGINT(20) PRIMARY KEY ID for the product pTitle VARCHAR(255) Title ofthe product pIMG VARCHAR(255) URL for the product image

TABLE 3.6 Description of database table “search_terms” Table:search_terms - most popular terms searched for on eBay Field Name FieldType Field Description keyword VARCHAR(255) A keyword

For example, when the game 602 first starts, a call is made to retrieveinformation on four recent items that were recently listed on eBay via acall to eBay's Finding API, which is an API that enables developers tosearch for items on eBay. Seehttp://developer.ebay.com/products/finding/. The information on theseitems may be stored in the items table, and stored for retrieval in theLots O' Slots game. A random keyword taken from a list of the currentlymost used keywords is used to search for the items. This list isretrieved by a call to eBay's Shopping API, which is an API that enablesdevelopers to retrieve search queries, among other things. Seehttp://developer.ebay.com/products/shopping/.

In some embodiments, a game 602 implemented in FLASH may send andreceive information via URL-encoded variables. In some embodiments,these variables are specially formatted name-value pairs in the form of“name1=value1&name2=value2.” The FLASH game may send these pairs to aPHP script on the web server 604 via the HTTP POST method. Once the webserver 604 uses PHP's built-in libraries to read the URL variables andaccess the database or make calls to eBay's API, the web server 604 mayconstruct a similar URL-encoded string to send back to the FLASH game602 containing the result data.

In some embodiments, the exchange of URL-encoded variables in the gamemay proceed as follows: once the player gets to the title page, thescore for that player is retrieved from the database 608. The FLASH game602, which has already received the current player's third partyplatform account identifier (e.g., Facebook® user id number) sends acall out to the PHP script on the web server 604 to get the player'smost recent score based on the account identifier (e.g., user id) bysending the URL-encoded variable “uid=xxxx”. The PHP script retrievesthis score via a simple SQL query on the high_score table, and sends itback to the game 602 with the variable “score=xxxx”, which the FLASHgame 602 reads and updates the current player's score in-game to be“xxxx.”

In some embodiments, every other script follows the format of receivingURL variables from the FLASH game 602 and processing them to send theresulting data back in the form of another set of variables. This formatworks very well when sending small amounts of data, such as a singlescore, or even listing information on a small number of items (includingtheir product names, id numbers, and URLs for their pictures). However,problems may occur when trying to send large amounts of information suchas the ID numbers, rankings, full names, and high scores for up to 11players. The method of accessing the URL variables via POST iscumbersome for large amounts of data.

Because, in some embodiments, getting the data for showing the highscore table requires this large amount of data, XML may be used. XML isa data format capable of being understood by PHP and FLASH. In someembodiments, FLASH sends a URL variable to the high score table, toindicate the current user (“uid=‘xxxx’”). A PHP script may query thedatabase's high_score table to receive the top ten scores, as well asthe current player's score if they are not in the top ten already. ThePHP script constructs an XML file with the high score information andsends it to FLASH, where FLASH iterates through the file usingECMAScript for XML (E4X) syntax and fills in the high score table. E4Xis a programming language extension that adds native XML support toECMAScript (e.g., ActionScript, JavaScript).

FIG. 7 is a diagram of a game from which data may be mined, according tosome embodiments. FIG. 7 may represent a first example mini-game 700corresponding to a slot machine simulation. An objective of the firstmini-game 700 is to stop reels 726, 728, 730, 732 so that identicalsymbols line up in various formations. The player may be prompted to paya certain number of points (e.g., 20 points) from their score to playthe slot machine, but may be rewarded with more points and a bonus scoremultiplier that can be applied to the other mini-games. The player mayscore in the slot machine by stopping the reels 726, 728, 730, 732 sothat they result in one of several different matching combinations, eachof which gives a different score multiplier. Several examples of validcombinations include getting two, three, or four matching cards in arow, getting three matching cards anywhere on screen, and getting twodifferent pairs of matching cards. In some embodiments, the slot machineno longer gathers any data for the game. It exists solely to entertainthe player and provide a bonus for the other games.

FIG. 8 is a diagram of a game from which data may be mined, according tosome embodiments. FIG. 8 may represent a second example mini-game 800,in which the user matches products to keywords through a series ofconnected waterslides. In the game 800, four vertical slides 802, 804,806, 808 are presented to the player, each with a keyword 820, 822, 824,826 shown at the bottom of the vertical slide 802, 804, 806, 808. Thesekeywords are the same ones the user supplied in the product surveybefore the game. Rubber ducks (not shown) appear at the top of thescreen, each representing one of the items (e.g., eBay products) theuser was asked to label. To avoid cluttering the screen, the iteminformation for each duck is represented in a pop-up bubble that onlyappears when the user moves his or her input device (e.g., mouse) overthe duck. The goal is to guide each duck down the screen so that itlands on the keyword that matches its item. When a duck begins moving,it moves straight down its slide towards the bottom of the screen. Everytime a duck encounters a connecting pipe (e.g., 810, 812, 814, 816, or818), the duck may cross over the connecting pipe to the connected slide802, 804, 806, 808 before continuing downwards. The player has a limitedamount of time to place pipes between each of the slides 802, 804, 806,808 to create an interconnected pathway for the ducks to follow. Whentime runs out, the duck starts moving down its slide. The ducks go downone at a time, and the user cannot place pipes while a duck is inmotion. Furthermore, the pipes placed down remain on the field for theremaining ducks, creating a slightly more complex system for the user tocreate a path through. By placing pipes in the proper locations, theuser can determine where each duck may land at the bottom. The playerearns points based on how many ducks they correctly matched to theproper keywords.

In some embodiments, the second mini-game 800 may be implemented so thatthe player does not place the pipes in between the waterfallsthemselves. Instead, the pipes are automatically generated and placed onthe field beforehand. The player may have an infinite amount of time toswap the starting locations of the ducks at the top of the screen beforepressing a button send them all down at once.

FIG. 9 is a diagram of a game from which data may be mined, according tosome embodiments. FIG. 9 may represent a third example mini-game 900 inthe form of a more action-oriented arcade-style game. Like the secondmini-game 800, the user matches items (e.g., eBay products) back to thelabels given to them in the data-mining survey. However, this time thematching is done through the medium of a bouncing ball game. Each of thefour items (e.g., products) is represented by a colored ball 912, andeach label is shown on one of four bins 902, 904, 906, 908 at the bottomof the screen. The player must launch each ball 912 onto the playingfield and bounce it off the walls so that it lands in the proper bin.The player can shoot them with projectiles in order to change the courseof the balls while they are on the field. The field is also populatedwith floating bubbles 916 and solid bumpers 914. The player's goal is topop as many bubbles 916 as possible with each ball 912 before guiding itinto the correct bin 902, 904, 906, 908. The player earns points basedon how many bubbles 916 they popped and whether or not they put the ball912 into the correct bin 902, 904, 906, 908. The ball 912 ricochets offof walls and bumpers 914 perfectly, with no loss of speed. There aremultiple configurations for the bubbles 916 and bumpers 914 on thefield, which reset and change for each ball 912.

For the third mini-game 900, the electronic commerce website's (e.g.,eBay) sponsorship across the game 900 is displayed using the primarycolors of the sponsoring electronic commerce website. For example, whereeBay is the sponsor, most of the art focused on eBay's four primarycolors: red (R:255, G:0, B:0), blue (R:0, G:0, B:153), yellow (R:255,G:204, B:0) and green (R:153, G:204, B:0) may be used.

Music for the mini-games may be created using Apple GarageBand, whichuses unique combinations of built-in loops. Each song is created toimmerse the player further into the game, adding another dimension tothe look of the games.

FIG. 10 is a block diagram of a network environment for communicatingwith a game from which data may be mined, according to some embodiments.In some embodiments disclosed herein, the game and its mini-games aredeployed on a third-party platform 1004 (e.g., a social networkingplatform, a gaming platform, a crowdsourcing platform). In order todeploy the game on a third party platform 1004 (e.g., Facebook®) in away to obtain information about the user of the third party platform,first, the game application is created on the third party platform 1004.In the case of the game being deployed on Facebook®, the game is givenprogram access to Facebook's® API via an API key and another key thatFacebook® calls the “Application Secret.” Next, the main page for thegame application, which may be referred to as the “canvas page,” is setup. To set up the “canvas page,” a host server 1006 sets up a web pageto display the game, and then the settings of the game application areedited so that the third party platform 1004 (e.g., Facebook®) may loadthat page since certain third party platforms 1004 (e.g., Facebook®)typically do not host any application content on its own servers.

Once the page that displayed the game is loaded on Facebook®,Facebook's® Client Libraries are used in order to obtain informationabout the currently logged in user. Using the PHP client library, thecanvas page is able to retrieve the ID number of the currently logged inuser. To handle users who are not logged into Facebook® and let themplay the game even though they cannot save their scores, if an ID numberis not retrieved using the PHP client library, an assumption may be madethat there is no logged in user.

Once an ID number is retrieved, a call is made to Facebook's API toretrieve more information about the user, specifically their name, whichis separated into first_name and last_name properties. The id number andthe name of the user are passed to the game so that the game knows whois currently playing it. Since the id number and name are determinedbefore the game loads, a way to send the information to the game isthrough a property called “flashvars.” This property is set in the HTMLcode embedding the FLASH file to the web page, and also uses the sameURL-encoded variable scheme that the other scripts used (in this case“uid=xxxx&first_name=xxxx&last_name=xxxx”). FLASH reads these variablesjust in the same way as it reads the URL variables from PHP, and storesthem to use in the rest of the game.

Thus, example embodiments disclose games that take text input from auser in order to determine the words that best relate to given items(e.g., products, electronic commerce items). The user's input isrecorded in a game database, allowing an electronic commerce provider(e.g., eBay) to persistently collect the results of people's game play.

In some embodiments, a system is implemented where players may exchangetheir earned points for virtual items. Allowing the player topersistently collect items may have expanded both the game and theplayer's experience by increasing the replay value and addictiveness ofthe game. In some embodiments, a virtual environment where the playercan organize all their “purchased” goods may personalize the gamefurther for the player. Goals for collecting particular virtualproducts, or as many as possible, may come into play and extend theamount of time the game is played more than if the only encouragementthe player has is the acquisition of a high score. The products may havecome from actual eBay items being sold on the website. However, becauseof the enormous variety of items available, the virtual versions mayhave been generalizations of their real-life counterparts. For example,a new pair of size six women's puma brand sneakers may be simply a pairof sneakers in its virtual version. Although this method makes theselection of virtual products somewhat more limited, adding the abilityto customize the colors and styles may easily overcome this limitationwithout labeling the product to its specific original description.

In some embodiments an encompassing larger game is included. The gamescreated may act as mini-games in the larger game. The creation of thelarger game may deepen the connection between the mini-games and mayforce the player into playing each mini-game, rather than having theplayer ignore one or two mini-games. Taking the focus off of themini-games may also immerse the players further into the game and maybetter disguise the data-collection portion.

In some embodiments, the game may be moved or migrated onto other thirdparty platforms. Although the players do not need a third party platformaccount (e.g., Facebook® account) and only the players with accounts mayhave their score saved and recorded, this feature may cause limitations.The players without accounts may be turned off from the idea ofreplaying the game from the starting score, especially with norecognition on the high score board. To solve this, the game may bepublished on multiple platforms and devices, such as the Apple iPhone®.

FIG. 11 is a flow diagram of an example method 1100 for mining data froma game, according to some embodiments. At operation 1102, a request froma user to play a game is received. The user may choose to play the gameon a third party platform, such as a social networking platform, agaming platform, or a crowdsourcing platform. In response to theselection of the game by the user, a request may be transmitted in theform of a request or an API call from the game executing on a thirdparty platform to a web server or application server hosting gamecomponents and data, data related to items, or both. In someembodiments, the request may be a search request or a request directedto a script that performs a search of a data structure or databasestoring a data related to items.

At operation 1104, data related to items, such as products, may beretrieved from the data structure or database. The web server orapplication server may receive the retrieved data and return theretrieved data to the game. In some embodiments, the data related to theitems may include text and images describing the items. In someembodiments, the text may be data from a listing offering the item forsale on an electronic commerce website, such as a title, a descriptionof the item, and captions for images illustrating the item.

At operation 1106, the web server or application server may generate asurvey, quiz, or other data gathering mechanism to be displayed duringthe course of the game. For example, the survey may be displayed priorto the start of the game. The survey may incorporate the retrieved datapertaining to the items and prompt the user to input data related to theitems presented in the survey. In some embodiments, the survey may begenerated by the third party platform. In some embodiments, surveycomponents and data may be transmitted from the web server orapplication server to the third party platform to be included or used bythe third party platform to generate the survey. In some embodiments,the survey or other data gathering mechanism may present the item datato a user and include survey elements that prompt a user to input datarelated to the items. In some embodiments, the survey elements includefreeform text boxes, question and answer elements, check boxes, andother selectable user interface elements capable of representing ananswer or opinion of a user.

At operation 1108, user input related to the item data presented in thesurvey may be received from the game. User input may include words orother indications representing opinions or answers of a user. Forexample, the survey may present an image of an item to a user, and thereceived user input may comprise one or more words describing the itemaccording to the user. At operation 1110, the user input received fromthe game may be stored in a database. In some embodiments, the userinput may be stored in a table, with each piece of user input beingstored in association with the item to which it refers. For example, adatabase table may store an item and the user input associated with theitem together in a record or name-value pair. For games built usingAdobe FLASH, calls may be made from FLASH to a web server to execute PHPor other scripts to retrieve and store data in the database.

At operation 1112, the received user input may be inserted into the gameor may be populated in one or more game elements. Thus, when a userplays the game, the user may be exposed to the same user input dataentered in the survey. The user input data may be inserted orincorporated into the game in a way that requires the user to interactwith the user input data to progress in the game or to obtain points inthe game, thereby motivating the user to enter answers accuratelyreflecting the user's opinions about the items.

Modules, Components and Logic

Certain embodiments are described herein as including logic or a numberof components, modules, or mechanisms. Modules may constitute eithersoftware modules (e.g., code embodied on a machine-readable medium or ina transmission signal) or hardware modules. A hardware module istangible unit capable of performing certain operations and may beconfigured or arranged in a certain manner. In example embodiments, oneor more computer systems (e.g., a standalone, client or server computersystem) or one or more hardware modules of a computer system (e.g., aprocessor or a group of processors) may be configured by software (e.g.,an application or application portion) as a hardware module thatoperates to perform certain operations as described herein.

In various embodiments, a hardware module may be implementedmechanically or electronically. For example, a hardware module maycomprise dedicated circuitry or logic that is permanently configured(e.g., as a special-purpose processor, such as a field programmable gatearray (FPGA) or an application-specific integrated circuit (ASIC)) toperform certain operations. A hardware module may also compriseprogrammable logic or circuitry (e.g., as encompassed within ageneral-purpose processor or other programmable processor) that istemporarily configured by software to perform certain operations. It maybe appreciated that the decision to implement a hardware modulemechanically, in dedicated and permanently configured circuitry, or intemporarily configured circuitry (e.g., configured by software) may bedriven by cost and time considerations.

Accordingly, the term “hardware module” should be understood toencompass a tangible entity, be that an entity that is physicallyconstructed, permanently configured (e.g., hardwired) or temporarilyconfigured (e.g., programmed) to operate in a certain manner and/or toperform certain operations described herein. Considering embodiments inwhich hardware modules are temporarily configured (e.g., programmed),each of the hardware modules need not be configured or instantiated atany one instance in time. For example, where the hardware modulescomprise a general-purpose processor configured using software, thegeneral-purpose processor may be configured as respective differenthardware modules at different times. Software may accordingly configurea processor, for example, to constitute a particular hardware module atone instance of time and to constitute a different hardware module at adifferent instance of time.

Hardware modules can provide information to, and receive informationfrom, other hardware modules. Accordingly, the described hardwaremodules may be regarded as being communicatively coupled. Where multipleof such hardware modules exist contemporaneously, communications may beachieved through signal transmission (e.g., over appropriate circuitsand buses) that connect the hardware modules. In embodiments in whichmultiple hardware modules are configured or instantiated at differenttimes, communications between such hardware modules may be achieved, forexample, through the storage and retrieval of information in memorystructures to which the multiple hardware modules have access. Forexample, one hardware module may perform an operation, and store theoutput of that operation in a memory device to which it iscommunicatively coupled. A further hardware module may then, at a latertime, access the memory device to retrieve and process the storedoutput. Hardware modules may also initiate communications with input oroutput devices, and can operate on a resource (e.g., a collection ofinformation).

The various operations of example methods described herein may beperformed, at least partially, by one or more processors that aretemporarily configured (e.g., by software) or permanently configured toperform the relevant operations. Whether temporarily or permanentlyconfigured, such processors may constitute processor-implemented modulesthat operate to perform one or more operations or functions. The modulesreferred to herein may, in some example embodiments, compriseprocessor-implemented modules.

Similarly, the methods described herein may be at least partiallyprocessor-implemented. For example, at least some of the operations of amethod may be performed by one or processors or processor-implementedmodules. The performance of certain of the operations may be distributedamong the one or more processors, not only residing within a singlemachine, but deployed across a number of machines. In some exampleembodiments, the processor or processors may be located in a singlelocation (e.g., within a home environment, an office environment or as aserver farm), while in other embodiments the processors may bedistributed across a number of locations.

The one or more processors may also operate to support performance ofthe relevant operations in a “cloud computing” environment or as a“software as a service” (SaaS). For example, at least some of theoperations may be performed by a group of computers (as examples ofmachines including processors), these operations being accessible via anetwork (e.g., the Internet) and via one or more appropriate interfaces(e.g., Application Program Interfaces (APIs).)

Electronic Apparatus and System

Example embodiments may be implemented in digital electronic circuitry,or in computer hardware, firmware, software, or in combinations of them.Example embodiments may be implemented using a computer program product,e.g., a computer program tangibly embodied in an information carrier,e.g., in a machine-readable medium for execution by, or to control theoperation of, data processing apparatus, e.g., a programmable processor,a computer, or multiple computers.

A computer program can be written in any form of programming language,including compiled or interpreted languages, and it can be deployed inany form, including as a stand-alone program or as a module, subroutine,or other unit suitable for use in a computing environment. A computerprogram can be deployed to be executed on one computer or on multiplecomputers at one site or distributed across multiple sites andinterconnected by a communication network.

In example embodiments, operations may be performed by one or moreprogrammable processors executing a computer program to performfunctions by operating on input data and generating output. Methodoperations can also be performed by, and apparatus of exampleembodiments may be implemented as, special purpose logic circuitry,e.g., a field programmable gate array (FPGA) or an application-specificintegrated circuit (ASIC).

The computing system can include clients and servers. A client andserver are generally remote from each other and typically interactthrough a communication network. The relationship of client and serverarises by virtue of computer programs running on the respectivecomputers and having a client-server relationship to each other. Inembodiments deploying a programmable computing system, it may beappreciated that that both hardware and software architectures requireconsideration. Specifically, it may be appreciated that the choice ofwhether to implement certain functionality in permanently configuredhardware (e.g., an ASIC), in temporarily configured hardware (e.g., acombination of software and a programmable processor), or a combinationof permanently and temporarily configured hardware may be a designchoice. Below are set out hardware (e.g., machine) and softwarearchitectures that may be deployed, in various example embodiments.

Example Machine Architecture and Machine-Readable Medium

FIG. 12 is a block diagram of machine in the example form of a computersystem 1200 within which instructions, for causing the machine toperform any one or more of the methodologies discussed herein, may beexecuted. In alternative embodiments, the machine operates as astandalone device or may be connected (e.g., networked) to othermachines. In a networked deployment, the machine may operate in thecapacity of a server or a client machine in server-client networkenvironment, or as a peer machine in a peer-to-peer (or distributed)network environment. The machine may be a personal computer (PC), atablet PC, a set-top box (STB), a Personal Digital Assistant (PDA), acellular telephone, a web appliance, a network router, switch or bridge,or any machine capable of executing instructions (sequential orotherwise) that specify actions to be taken by that machine. Further,while only a single machine is illustrated, the term “machine” shallalso be taken to include any collection of machines that individually orjointly execute a set (or multiple sets) of instructions to perform anyone or more of the methodologies discussed herein.

The example computer system 1200 includes a processor 1202 (e.g., acentral processing unit (CPU), a graphics processing unit (GPU) orboth), a main memory 1204 and a static memory 1206, which communicatewith each other via a bus 1208. The computer system 1200 may furtherinclude a video display unit 1210 (e.g., a liquid crystal display (LCD)or a cathode ray tube (CRT)). The computer system 1200 also includes analphanumeric input device 1212 (e.g., a keyboard), a user interface (UI)navigation device 1214 (e.g., a mouse), a disk drive unit 1216, a signalgeneration device 1218 (e.g., a speaker) and a network interface device1220.

Machine-Readable Medium

The disk drive unit 1216 includes a machine-readable medium 1222 onwhich is stored one or more sets of instructions and data structures(e.g., software) 1224 embodying or utilized by any one or more of themethodologies or functions described herein. The instructions 1224 mayalso reside, completely or at least partially, within the main memory1204 and/or within the processor 1202 during execution thereof by thecomputer system 1200, the main memory 1204 and the processor 1202 alsoconstituting machine-readable media.

While the machine-readable medium 1222 is shown in an example embodimentto be a single medium, the term “machine-readable medium” may include asingle medium or multiple media (e.g., a centralized or distributeddatabase, and/or associated caches and servers) that store the one ormore instructions or data structures. The term “machine-readable medium”shall also be taken to include any tangible medium that is capable ofstoring, encoding or carrying instructions for execution by the machineand that cause the machine to perform any one or more of themethodologies of the present invention, or that is capable of storing,encoding or carrying data structures utilized by or associated with suchinstructions. The term “machine-readable medium” shall accordingly betaken to include, but not be limited to, solid-state memories, andoptical and magnetic media. Specific examples of machine-readable mediainclude non-volatile memory, including by way of example semiconductormemory devices, e.g., Erasable Programmable Read-Only Memory (EPROM),Electrically Erasable Programmable Read-Only Memory (EEPROM), and flashmemory devices; magnetic disks such as internal hard disks and removabledisks; magneto-optical disks; and CD-ROM and DVD-ROM disks.

Transmission Medium

The instructions 1224 may further be transmitted or received over acommunications network 1226 using a transmission medium. Theinstructions 1224 may be transmitted using the network interface device1220 and any one of a number of well-known transfer protocols (e.g.,HTTP). Examples of communication networks include a local area network(“LAN”), a wide area network (“WAN”), the Internet, mobile telephonenetworks, Plain Old Telephone (POTS) networks, and wireless datanetworks (e.g., WiFi and WiMax networks). The term “transmission medium”shall be taken to include any intangible medium that is capable ofstoring, encoding or carrying instructions for execution by the machine,and includes digital or analog communications signals or otherintangible media to facilitate communication of such software.

Although an embodiment has been described with reference to specificexample embodiments, it may be evident that various modifications andchanges may be made to these embodiments without departing from thebroader spirit and scope of the invention. Accordingly, thespecification and drawings are to be regarded in an illustrative ratherthan a restrictive sense. The accompanying drawings that form a parthereof, show by way of illustration, and not of limitation, specificembodiments in which the subject matter may be practiced. Theembodiments illustrated are described in sufficient detail to enablethose skilled in the art to practice the teachings disclosed herein.Other embodiments may be utilized and derived therefrom, such thatstructural and logical substitutions and changes may be made withoutdeparting from the scope of this disclosure. This Detailed Description,therefore, is not to be taken in a limiting sense, and the scope ofvarious embodiments is defined only by the appended claims, along withthe full range of equivalents to which such claims are entitled.

Such embodiments of the inventive subject matter may be referred toherein, individually and/or collectively, by the term “invention” merelyfor convenience and without intending to voluntarily limit the scope ofthis application to any single invention or inventive concept if morethan one is in fact disclosed. Thus, although specific embodiments havebeen illustrated and described herein, it should be appreciated that anyarrangement calculated to achieve the same purpose may be substitutedfor the specific embodiments shown. This disclosure is intended to coverany and all adaptations or variations of various embodiments.Combinations of the above embodiments, and other embodiments notspecifically described herein, may be apparent to those of skill in theart upon reviewing the above description.

1. A system, comprising: a processor-implemented database moduleconfigured to retrieve data related to an item from a database; aprocessor-implemented survey module configured to generate a survey forpresentation in a game, the survey including the retrieved item data andsoliciting from a user input data pertaining to the retrieved item data;and a processor-implemented game module configured to transmit the inputdata to the game, the input data being incorporated into the game suchthat the user interacts with the input data as part of playing the game,the processor-implemented database module being further configured tostore the input data with the item.
 2. The system of claim 1, furthercomprising a processor-implemented collection module configured toreceive the input data entered in the survey by the user.
 3. The systemof claim 1, wherein the item data includes at least one of textdescribing the item and an image of the item.
 4. The system of claim 1,wherein the item is a product offered for sale on an electronic commercewebsite.
 5. The system of claim 1, wherein the input data is at leastone keyword describing the item included in the survey.
 6. The system ofclaim 1, further comprising a processor-implemented scoring moduleconfigured to: compare the input data received from the user withpreviously stored input data received from other users, and award anamount of game points to the user based on the comparison.
 7. The systemof claim 5, further comprising a processor-implemented scoring moduleconfigured to adjust a score associated with the at least one keywordbased on the input data, the score representing a relevance of the atleast one keyword to the item.
 8. The system of claim 1, wherein thegame is executed on a third party platform, the third party platformbeing at least one of a social networking platform, a gaming platform,and a crowdsourcing platform.
 9. A computer-implemented method,comprising: retrieving data related to an item from a database;generating, by at least one processor, a survey for presentation in agame, the survey including the retrieved item data, the surveysoliciting from a user input data pertaining to the retrieved item data;receiving the input data from the survey; storing the input data withthe item in the database; and transmitting the input data to the game,the input data being incorporated into the game such that the userinteracts with the input data as part of playing the game.
 10. Thecomputer-implemented method of claim 9, wherein the item data includesat least one of text describing the item and an image of the item. 11.The computer-implemented method of claim 9, wherein the item is aproduct offered for sale on an electronic commerce website.
 12. Thecomputer-implemented method of claim 9, wherein the input data is atleast one keyword describing the item included in the survey.
 13. Thecomputer-implemented method of claim 9, further comprising: comparingthe input data received from the user to previously stored input datareceived from other users, and awarding an amount of game points to theuser based on the comparison.
 14. The computer-implemented method ofclaim 12, further comprising adjusting a score associated with the atleast one keyword based on the input data, the score representing arelevance of the at least one keyword to the item.
 15. Thecomputer-implemented method of claim 9, wherein the game is executed ona third party platform, the third party platform being at least one of asocial networking platform, a gaming platform, and a crowdsourcingplatform.
 16. A machine-readable storage medium storing a set ofinstructions that, when executed by at least one processor, causes theat least one processor to perform operations comprising: retrieving datarelated to an item from a database; generating a survey for presentationin a game, the survey including the retrieved item data, the surveysoliciting from a user input data pertaining to the retrieved item data;receiving the input data from the survey; storing the input data withthe item in the database; and transmitting the input data to the game,the input data being incorporated into the game such that the userinteracts with the input data as part of playing the game.
 17. Themachine-readable storage medium of claim 16, wherein the item dataincludes at least one of text describing the item and an image of theitem.
 18. The machine-readable storage medium of claim 16, wherein theitem is a product offered for sale on an electronic commerce website.19. The machine-readable storage medium of claim 16, wherein the inputdata is at least one keyword describing the item included in the survey.20. The machine-readable storage medium of claim 16, further comprising:comparing the input data received from the user to previously storedinput data received from other users, and awarding an amount of gamepoints to the user based on the comparison.
 21. The machine-readablestorage medium of claim 19, further comprising adjusting a scoreassociated with the at least one keyword based on the input data, thescore representing a relevance of the at least one keyword to the item.22. The machine-readable storage medium of claim 16, wherein the game isexecuted on a third party platform, the third party platform being atleast one of a social networking platform, a gaming platform, and acrowdsourcing platform.